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Quest Giver: Quest Entry Point gives the quest. Walkup.
Level: 16 Party
Patron: The Twelve (8/16/24)
Length: Very Long
Entry Point:North/Northeast cliff in the Vale of Twilight.
Pic of Route from Meridia
Prereqs: none
Recommended Party: Standard.
Base Experience: 7,099
Quest Info:
--Creatures: Eladrin: Bralani (sorcerer) and Ghaele (cleric), Wisam (djinn),
Air Elementals, Twilight (Invisible) Stalkers, Earth Elementals, Bearded
Devils, Othons, Tieflings
--Traps: None
Walkthrough:

You begin the quest on the east side, and work your way west.
The premise of this quest, is that you are being tricked by an "agent of
The Twelve" to break him out of the stronghold. This ends up making you
take sides against the Eladrin, while they are also fending off a Devil
attack.
The Eladrin bralani and ghaele's will be your primary enemies. They are
Chatoic Good outsiders. The bralani sorcerers primarily use lightning
spells and ice storm. The ghaele's will often lead off with deathward
and spell resistance, then switch up to flamestrike and super-searing
light.
After the first fight with the Eladrin guards, you come to a small
gateroom with a huge mirror on the wall and a gate heading further into
the Stronghold. A peak in the mirror reveals that it holds enchantments,
perhaps an ability to percieive what is coming? or warn of impending
danger?
Head past the gate into one of the Strongholds main chambers. Our common
strategy here has been to set up at the base of the ramp with crowd
control spells (dance, solid/acid fog, mind fog) and persistant damage
spells (bladebarrier, firewall), and then to send a sturdy melee to pull
back small groups of enemies at a time, until we clear to the top of the
first ramp. On normal settings, banish weapons work great, on elite we
switch it up to vorpals. The problem is that the Ghaele's will cast
deathward and SR, so you may need some damage weapons instead of insta-killers.
Axiomatic, True-Law, Chaotic Outsider bane are all goodies. And Greater
Dispell magic sure can come in handy.
The goal is to clear the chamber of Eladrin, then head through the top
levels to the gate house and pull the two switches which open the gate
in the southwest. The top halls are filled with more Eladrin, as well as
Ancient Air Elementals, Wisam and Twilight Stalkers.
For those tricksy folks though, we have a roguey like sneaky method for
getting the gates open without the brute-force, fight-your-way-through,
Kargon tactic. At the top of the first ramps, before you head into the
buildings, if you turn around you will see the gatehouse. There is a
small ledge that a very acrobatic (and magically enhanced) jumper can
make their way across to, pull the levers, and then hop back down to the
rest of the party. All without alerting the gate guards up-top. Here is
a
picture. Jump across to the small ledge with the well lit pillar.
Either way, once the gate is open, drop down and head further west. The
halls are filled with more small groups of Eladrin, and at the same time
you will notice the simultaneous battle the Eladrin are fighting on the
opposite path to the north. Continue your path west while and kick the
crud outta those goodie-goodies! I mean, go save the agent of The
Twelve!
There is a shrine in an alcove to the south before the next large
chamber, use it if you you need it, or save it for later. Continue on to
an open room split by a large portcullis. Clear out the Eladrin and
Earth Elemental guards, then lay down some crowd control and damage in
front of the gate, 'cause there is a big fight coming through. Once you
are set, pop the lever and hop into the action.
On the other side of the gate, in a small room on the bottom level is a
tiny chest on a little table. It is cool and magical, and holds multiple
suits of armor and ghost touch tower shields. At least, thats all I ever
find in there.
Then head up the ramp to the next gatehouse which will lower the bridge
to the west. This gate is guarded by multiple Eladrin, some of which
will spawn behind you, others will be up in the gate room. They are lead
by a mean paladin named Palin Vance. Take them out and lower the bridge,
but don't head that way yet. There is a path on the north side
(optional), which leads you back down the hall the devils are coming
from. Now you get to kick some evil butt! Head down there and kill the
Bearded Devils, close the portal and steal their loot! Or appropriate it
for goodness.
Okay, now that the devil threat from that quarter has been subverted,
head across the bridge to the west. This will open up a door to the
chamber where the "agent of The Twelve" is being held captive. Take out
the very very mean red named clerc/pally guy and his two ghaele guards.
He self heals a bunch, and has super-searing light, and the ability to
teleport around. This is a fight of attrition, so its all about constant
dps and staying power.
Once you have killed those mean spirited Eladrin, take a moment to buff
up and use the rest shrine in the small side room. The big fight is
upcoming. The guy you are "saving" is standing in the big chamber in the
middle of the room. Talking to him will trigger the end fight: Him (a
big mean tiefling caster), another tiefling arcane, a couple of red
named orthons and a red named bearded devil, will all charge the center
room. This can be party wipe city, if you don't prepare for it.
So, our usual tactic here:
Before triggering the combat, our entire party will gather in the south
tunnel. We lay down some solid/acid fog, maybe some blade barriers, then
we send out a fast footed melee to trigger the combat with conversation,
then run back south to the party. The Bearded Devil spawns in this room,
so be ready for him. He is (in my opinion) the toughest of the badguys,
and so good to take down first. The Orthon's and Tieflings will be
rushing the center chamber and milling about in the big room while you
deal with this chump. Once he is dead, send your runner back out to
bring back the next enemy. Wash, rinse, repeat.
The final chest will contain the Shavarath Stone of Battle, a component
for flagging for The Shroud raid, and material component for greensteel
items. It will also have a chance to drop greensteel components:
Glistening Pebbles or Bitterscrub Fungus.
End Reward: Standard Loot Choice. Reward giver, Gretchin Nalberto, is in
the Meridia Bar area.
Obtained From:
http://forums.ddo.com/showpost.php?p=1632187&postcount=220 |